void SpawnPlayer(PlayerSpawnData playerSpawnData) { GameObject go = Instantiate(PlayerPrefab); ClientPlayer player = go.GetComponent <ClientPlayer>(); player.Initialize(playerSpawnData.Id, playerSpawnData.Name); players.Add(playerSpawnData.Id, player); }
void SpawnPlayer(NetworkingData.PlayerSpawnData data) { GameObject go = Instantiate(PlayerPrefab); ClientPlayer player = go.GetComponent <ClientPlayer>(); player.SpriteArray = SpriteArray; player.Prefab = go; player.Initialize(data.Id, data.Name, data.SpriteRowIndex, data.Position.X, data.Position.Y, go); if (player.isOwn) { myPlayer = player; } players.Add(data.Id, player); Debug.Log($"Spawn player {data.Name} at [{data.Position.X}, {data.Position.Y}]"); }
public void AddPlayerToLobby(int playerId, string playerName, PlayerColor playerColor, Vector2 playerPosition, bool isPlayerHost) { bool isControlledPlayerConnecting = playerId == connectionToServer.myPlayerId; GameObject chosenPlayerPrefab = isControlledPlayerConnecting ? clientControllablePlayerPrefab : playerPrefab; ClientPlayer clientPlayer = Instantiate(chosenPlayerPrefab, playerPosition, Quaternion.identity).GetComponent <ClientPlayer>(); clientPlayer.name = isControlledPlayerConnecting ? $"Player{playerId} (ClientControllable)" : $"Player{playerId}"; clientPlayer.Initialize(playerId, playerName, playerColor, isPlayerHost); clientPlayer.transform.parent = lobby.playersContainer.transform; clientPlayer.animator.isLookingRight = playerId < 5; playersManager.AddPlayer(playerId, clientPlayer); if (isControlledPlayerConnecting) { InitializeControlledPlayer(playersManager.players[playerId].GetComponent <ClientControllablePlayer>()); } }